Mechanics: Difference between revisions
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[[File:Mechanics image.png|thumb|342x342px|A [[Pocket]] attacking enemies from above.]] | [[File:Mechanics image.png|thumb|342x342px|A [[Pocket]] attacking enemies from above.]] | ||
[[File:Item build..png|thumb|342x342px|An [[Items|item]] build made for Yamato.]] | [[File:Item build..png|thumb|342x342px|An [[Items|item]] build made for Yamato.]] | ||
'''Mechanics''' in ''[[Deadlock]]'' are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the [[wikipedia:Micromanagement_(gameplay)#Versus_macromanagement|macro]] mechanics are | '''Mechanics''' in ''[[Deadlock]]'' are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the [[wikipedia:Micromanagement_(gameplay)#Versus_macromanagement|macro]] mechanics are akin to a MOBA, whereas [[wikipedia:Micromanagement_(gameplay)|micros]] are that of a TPS. | ||
== Overview == | == Overview == |
Revision as of 20:58, 28 August 2024
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Mechanics in Deadlock are a combination of third-person-shooter and MOBA mechanics. Broadly speaking, the macro mechanics are akin to a MOBA, whereas micros are that of a TPS.
Overview
Macros
- Laning
- The process of organizing players in the laning phase (see: Strategy).
- Team Composition
- The process of choosing which heroes to play.
- Item Management
- The process of forming an item build.
Micros
- Aiming
- Movement
- Troop Management
Creep/troop denial is a crucial part of the game's laning phase and invoves shooting the souls of one's own trooper when they are killed. this prevents enemy laners from obtaing soul orbs by killing troopers.